Staredit Network > Forums > SC2 Assistance > Topic: New to mapping an RPG
New to mapping an RPG
Feb 23 2011, 5:30 am
By: psilous  

Feb 23 2011, 5:30 am psilous Post #1



I'm making a sequel to the Starcaft 1 RPG entitled "Padorath's Return"




I want to incorporate a few specific features that I could use some help on..


1. Leveling and Statistic Bonus system (styles and tutorials)

2. An equipt system (picking up items such as armors and weapons)

3. A custom spell tutorial. (I want custom spells to be available for all hero classes, so that they may purchase what-ever spells they want from an npc building)

4. An upgrade system for custom hero-specific ability. (Upgrading and adding abilities to units during the middle of battle)

5. A tutorial to make customized units and hero's (preferably a more detailed examination of creating a custom character with attacks, death animations, and custom abilities.)

6. A spawning system (for random monster encounters, based on area occupied by the hero character)

7. A punishment system for Team-Killing (I want to feature a dark-arcon with the mind control ability as a hero character, I'd also like ideas as to how to go about preventing this character from mind controlling the other hero characters.)

8. A tutorial on summoning other characters near a hero-character, as part of a custom spell casted by the hero character.

9. A tutorial on basic sequence scripting, as seen for a brief cinematic sequence involving characters and triggers during game-play, to elaborate a story with dialog.

10. A quest system where current objective is displayed somewhere with-in the hud.



----///-----
Will anybody be able to help me with any of these aspects? I am uncertain as to how to go about them.


Thanks in advanced.



None.

Feb 23 2011, 5:36 am DevliN Post #2

OVERWATCH STATUS GO

http://www.galaxywiki.net/index.php?title=GalaxyWiki will be a great help to you, as we have tutorials on there that address a few of the things you're asking about.

Also, you probably don't need a hero selection area in your map as you can use triggers to allow players to choose heroes. That may free up some terrain if you find yourself needing more room.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Feb 23 2011, 5:36 am Jack Post #3

>be faceless void >mfw I have no face

First off, welcome to SEN! Have a kiwi :kiwi:

Now, there's many ways to get the information you need. First, check out the wiki http://www.galaxywiki.net/index.php?title=GalaxyWiki if you need that link at any time, it's at the top of the site.

If what you need isn't there, try google/youtube. OneTwoSC has a lot of tutorials on youtube which are generally quite good, although he doesn't frequent this site.

Then, ask on these forums for help :P

If you can't find what you need I'll search out some more specific tutorials for you, but see how far you get with that first :D

EDIT:
DEVLIN YOU NINJA

EDIT2:
You can make it so allies can't attack or mind control each other at all, instead of having the SC1 problem where even with hyper triggers you could micro and kill your allies anyway.

Post has been edited 1 time(s), last time on Feb 23 2011, 5:50 am by Jack. Reason: devlin wears black and throws shuriken



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Feb 23 2011, 8:45 am Riney Post #4

Thigh high affectionado

Quote from psilous
10. A quest system where current objective is displayed somewhere with-in the hud.

Honestly you could use the Mission Objectives in the top left (But I would only suggest this for quest tracking), else I would write a dialog to fill quite a bit of the screen showing all of your quests when you open it, or push Q perhaps, and things you can do with them, such as track, trash, or even share (If you wanna do it like wow).



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Feb 23 2011, 9:27 am NicholasBeige Post #5



Quote from psilous
1. Leveling and Statistic Bonus system (styles and tutorials)
Veterancy behaviours, data editor.
Quote from psilous
2. An equip system (picking up items such as armors and weapons)
Inventory ability, inventory classes, units (as items), behaviours (for effects), all data editor.
Alternatively using Dialogs for more customisation - which is very advanced triggering.
Quote from psilous
3. A custom spell tutorial. (I want custom spells to be available for all hero classes, so that they may purchase what-ever spells they want from an npc building)
You'll need to learn abilities, effects, movers, behaviours, buffs, requirements and validators - pretty advanced stuff to get completely right.
Quote from psilous
4. An upgrade system for custom hero-specific ability. (Upgrading and adding abilities to units during the middle of battle)
Can be done through Veterancy (behaviours) or a dialog menu (triggers). Will require some thought.
Quote from psilous
5. A tutorial to make customized units and hero's (preferably a more detailed examination of creating a custom character with attacks, death animations, and custom abilities.)
Units, Actors, Actor Events, Weapons, Effects and Actions <--- all Data Editor stuff.
Quote from psilous
6. A spawning system (for random monster encounters, based on area occupied by the hero character)
Triggers. Pretty basic but you can make it as complex as you want.
Quote from psilous
7. A punishment system for Team-Killing (I want to feature a dark-arcon with the mind control ability as a hero character, I'd also like ideas as to how to go about preventing this character from mind controlling the other hero characters.)
This isn't SC1 - look at Target Validators and Flags for most data editor objects.
Quote from psilous
8. A tutorial on summoning other characters near a hero-character, as part of a custom spell casted by the hero character.
Look at the Mothership - Recall ability. It functions similarly to what you want to recreate.
Quote from psilous
9. A tutorial on basic sequence scripting, as seen for a brief cinematic sequence involving characters and triggers during game-play, to elaborate a story with dialog.
All done through triggers.
Quote from psilous
10. A quest system where current objective is displayed somewhere with-in the hud.
Can be done using the Mission/Objective triggers but as mentioned, using a dialog object will be a lot more customisable and better.




So, in short. What you want to do is learn 90% of what there is in the Galaxy Editor, and my advice would be to scrap this RPG project, or at least put it to one side. Make a smaller map and test out the things you have learnt, particularly data-editor stuff. Otherwise you will just get frustrated at the lack of progress you are making on your RPG and give up on mapping all together.

Read tutorials from the Wiki, view youtube videos and learn, then come back to this RPG.

gl hf



None.

Feb 23 2011, 4:14 pm ClansAreForGays Post #6



Paradoth's Return was already a sequel. Your map will make it a trilogy.




Feb 23 2011, 11:04 pm psilous Post #7



Wow, thanks everyone, this is going to be a lot of help.

Keep the suggestions coming~!

(and yes, I realize this is the 3rd installment of the series.)


-----------------
More relevant News, I've decided on the cast of hero characters, being:

Returning Playable Characters:
- Zealot (Knight)
- Medic (Summoner)
- Ghost (Archer)
- Dark Arcon (Sage Deity)

New Playable Characters:
- Firebat (Paladin)
- Hydralisk (Brood Mage)
- Infested Kerigan (Devil Princess)
- SCV (Mechanic)
- Goliath (Heavy-Gun Mobile Unit)

Hidden Character:
- Dark Templar (Recluse Assassin Guild)


----------------------------------

Also, each character will have to opportunity to upgrade their over-all unit when reaching enough experience (like from previous installments), only this time i've decided on a branching upgrade system.

In example: after receiving 45000 points of experience, the knight can visit an npc shop and have the option of changing into either a "Sorcerer" or a stronger version of "Knight". (with unit swamping as well.. the scv will have the option of remaining as a stronger scv or upgrade into a reaper.)


-----------------------------------

Jimmy Raynor as the "Ranger" Also will make a returning appearance, though that character isn't playable and it's cameo is more relative to the story-line than the actual game-play portion.



None.

Feb 24 2011, 12:56 am Riney Post #8

Thigh high affectionado

Quote from psilous
Returning Playable Characters:
- Zealot (Knight)
- Medic (Summoner)
- Ghost (Archer)
- Dark Arcon (Sage Deity)

New Playable Characters:
- Firebat (Paladin)
- Hydralisk (Brood Mage)
- Infested Kerigan (Devil Princess)
- SCV (Mechanic)
- Goliath (Heavy-Gun Mobile Unit)

Hidden Character:
- Dark Templar (Recluse Assassin Guild)

Im going to expand on this just a tad. While yes I understand that the map does need classes, and usually classes have different animations/models, this just currently looks like a Starcraft 1 map, and only proves that because you are going to change a unit from one unit to another. Remember that you can make as many of one unit as you can, ie 5 different marines, or 25 if you so desire.

Though I have to say SC2 makes items a lot easier then what we had to deal with in SC1. When an item is moved to an equipment slot, if it carries buffs, or a weapon, it attaches it self to the user who equipped it. For example, your archer would spawn standard with a rookie's bow or something, and other classes (That may be able to use bows) can equip it as well and receive the same weapon with no trigger work. And using attributes and buffs, some classes can be stronger with that item, and some receive no benefit.

If you're unsure as to how to make an item, just ask.



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-- Updated as of December 2021 --

Feb 24 2011, 1:29 am psilous Post #9



Oh wow, That's a really good idea~!

I seriously never thought to having bonus's on items for specific classes.

That just made the game much more interesting suddenly.



I plan on having quite a few of the same unit actually. (theres going to be a wide range of monsters with the same model but tweaked slightly.. I don't know, maybe a color overlay or something to distinguish them apart, when I get more indept into the data manager.)

It's just that I wanted the hero's to be diverse enough as to not cause confusion between players.. (like as in padorath's return, I'm limiting the use to 1 of each type of hero during game-play)


Thanks for the item idea though~! Would you be willing to brief me on how to go about making items like that? (I mean, if not, I do have the link to all those tutorials, though I haven't really gotten around to looking through any of them yet.)



None.

Feb 24 2011, 10:22 pm Riney Post #10

Thigh high affectionado

Well basically there are a few things you need to make in the data editor to make an item, and a working inventory.

First there is an Attribute that you must give your hero units known as TestInventory. This gives the player an inventory with 3 things, a Equipment screen button (Basically a bag that if items match the correct slot, they give their attribute or bonus), a bag (This opens up a 16 slot bag that can hold items), and a 3 stack of health kits.

The next thing, you have to create (Duplicating works) a Unit, an Actor, an Item, and a Model (Or just link to an existing one, such as Gas Canister Protoss, it looks like a crate). The item holds the information that the item carries, such as its buff, its class, and its abilities. The actor links the model and the unit together. The unit gives it the ability to be placed in the editor, and etc, and the Model gives it its shape.

The last thing you need to do is turn on advanced mode to link the item to the unit. (Show Advanced Fields is the third button on the right side of the data editor.) Go into the Stats tab and put the item under the Item section.

Lemme know if you got it working or what ever you still need help with :D



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Jun 4 2011, 10:25 pm psilous Post #11



//////////////////////////////
Just a minor update.

----

Playable character classes have changed, and I've thought up the progression of classes through upgrading, as well.


Still very little trigger work done yet.

////////////////////////////////////////////////

The new classes are as followed:


Starting Classes (playable)
___________________________

Bandit // reaper
Squire // probe >> (evolves to: Knight // Zealot - Mage // High Templar - Assassin // Dark Templar)
Crusader // firebat >> (evolves to: Paladin // Marauder - Weapon's Master // Infested Terran)
Apprentice // >> (evolves to: Summoner // Medic - Necromaster // Dark Arcon)
Archer // Ghost >> (evolves to: Gun-Slinger // Ghost_2 - Ranger // Marine)
Mechanic // scv >> (evolves to: ?? // Helion - ??? // Goliath)
Nymph // Kerrigan >> (evolves to: Demon // Kerrigan_2)


---


Secondary Classes (playble after evolution)
___________________________________________

Summoner // Medic
Necromaster // Dark Arcon >> (evolves to: Devil Lord // Arcon)
Paladin // Marauder
Weapon's Master // Infested Terran >> (evolves to: Weapon's Master (+upgraded) // Infested Terran)
Mage // High Templar
Knight // Zealot
Assassin // Dark Templar
Gun-Slinger // Ghost_2
Ranger // Marine
?? // Helion >> (evolves to: ???? // Vulture)
??? // Goliath >> (evolves to: ????? // Thor)
Demon // Kerrigan_2 >> (evolves to: Greater Demon // Kerrigan_3)



---


Final Classes (playable after evolution)
________________________________________

Greater Demon // Kerrigan_3
Weapon's Master (+upgraded) // Infested Terran
Devil Lord // Arcon


---


Hidden Classes (playble through specific event)
_______________________________________________

King Psilocybe // Abbomination (playable after event-quest in which the player trades their current hero class in comical 'house-sitting' side-story)



None.

Jun 4 2011, 11:07 pm Ahli Post #12

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Can you please create a new thread about your map in the sc2 map production forum? :)
This forum is dedictated to data editor questions/problems.




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